Mmmm it's hard to tell without checking the wireframe: could you show us an image of the wireframe in Max and (maybe) one of the polygroups in ZBrush? :) Btw at the moment the possible issues that pop in my mind are or a smoothing group issue or an "edge "proximity" issue (meaning that you have edge quite close one to each…
Definitely a good start, but time to get some suitably stylised grunge on there and a nice cartoon-y wood texture on those beams. Also I'd recommend texturing it by day and then relighting it to work at night, and I'd also highly recommend you do it in a game engine as opposed to Marmoset, but that's only because I think…
Show us your wireframes? Likely has to do with the two intersecting cylinders segments not lining up. If even if they are an even amount perfectly and are welded/lined up, the curvature of the cylinder could ruined the moment you move/weld things out of place, giving you those shading artifacts.
Great idea and clean execution. What i can tell from the wireframe shots is that it needs some pretty heavy optimization. If there is edges on a completely flat surface, it should go. If it doesn't connect with something or what ever. Just have a look and you'll see it pretty quickly. Well done :)
You should post some shots of the wireframe. The only crit I have is the proportions of the face.. it seems a little stretched - nose looks a little long, bring the eyes down a bit. The mouth looks fine where it is, just everything else needs to come down a smidge. Good job.:)
"with the same picture in jpg the texture applys perfectly, but with the TGA it just applys in some sort of wierd way as if its like a wirefram sort of look." we really need this because the qaulity diffrence varies greatly from jpeg to tga. Edit - These guys, bare in mind, aren't 3D techies.
Instead of showing wireframe mode show edge faces (f4), less of a head ache. Focus on your modular pieces for your buildings first then start making props. Also you have way to many segments in that arch you can get away with a lot less. Nice start.
Here's some quick wireframe screenshots of the environment, because it's got four walls it's a bit difficult to get a proper angle, hope it's ok. The chequer texture is up as I've only just started UV mapping it, probably about 15% mapped now, must have the majority mapped for this friday.
Maya and its built-in MakeLive ftw Modify > Make Live Every vertex you drag will be snap to the surface of the objects set to "live". The wireframe might be confusing, I use the highquality rendering to make the source mesh visible. You can even make it transparent by tweaking its shader.
[ QUOTE ] ...a high school specialized in computer graphics... [/ QUOTE ] Damn, that's cool! It's been mentioned before but if you post a model and want feedback then post a picture of the model from the front and side both skinned (100% self illumination) and wireframe. That way people can comment on the model structure…